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Bleach Rukias Shikai


arkraven

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Ok Anybody Whos Watched Bleach Has Got To Know This One

 

Rukias Shikai Sword Is Awesome and could be just the right thing for oblivion I dont have any links to show it but if somebody does please can you put it down it would give a better understandin of how awesome a mod this could be

Anyways The Swords Name Is

Sode No Shirayuki or "Sleeve Of White Snow"

http://en.wikipedia.org/wiki/Rukia_Kuchiki

Here is the descreption hope you like the idea

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Ok Anybody Whos Watched Bleach Has Got To Know This One

 

Rukias Shikai Sword Is Awesome and could be just the right thing for oblivion I dont have any links to show it but if somebody does please can you put it down it would give a better understandin of how awesome a mod this could be

Anyways The Swords Name Is

Sode No Shirayuki or "Sleeve Of White Snow"

http://en.wikipedia.org/wiki/Rukia_Kuchiki

Here is the descreption hope you like the idea

Weapons cannot have anything which would work like that. Ribbons could not move or react, they would be static, which pretty much kills any of the appearance things you may be wanting here. There are also significant issues with any sort of ability that weapon may have. Weapon enchantments work on touch only. Spell effects can only run on things like NPCs, Creatures, Activators, Containers, Doors. A simple area effect spell would be rather uninteresting since you could do that without any mod. Any sort of directed attack would be limited to the visuals currently available for spells. Trying to move an activator or something to create the visual doesn't work since any movement would be jerky. and require alot of calculations. It would also require a predefined target as the vertical angle of where the player is looking cannot be read by any scripts.

 

As Bleach weapons go, there really aren't any that can be done in any way that would be worth doing beyond the intital "I'm looking like that character" stuff which is really the main reason why most of these things get requested. If the weapon cannot perform or look in a way which non-fans would be interested in, it won't get done. Even using some OBSE functions with custom animations would not yield worth while results.

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I think it could be done... Upon equip, (Removing on unequip) give a lesser power to determine the usage via messagebox. Select the first option, and anyone around you (Every second or two, cast an area-scripted spell on the wielder via activator, scripted to ignore the blade's wielder), maybe if they fail a safe/don't have Resist Frost, get the "frozen" shader attached to them and a paralyze spell (Ignoring spell resistance). (At least, I think there's a "frozen" shader, there's something that looks like "frozen" on the wiki list. If not, one would have to ask Midas Magic's creator for permission to use his)

Number two, if one wanted it to look nice, would send a bunch of scripted "dangerous" activators shaped like ice-shards in all directions. Though I don't know much about using activators... The sword would then be replaced with a "hilt" weapon, and if the freeze effect was activated, would stop it.

The third option, if you have the hilt equipped, gives you the sword back. All three powers could be removed on unequip, if the "reforge" power was also added on-hilt-equip.

 

I'll concede, the ribbons would probably have to be taken out. If it would even look any good then. But aside from that, would this not work?

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I'll concede, the ribbons would probably have to be taken out. If it would even look any good then. But aside from that, would this not work?

It would not work well. The problem with any sort of area effect spell is that it doesn't descriminate between those things attacking you and any companions. More over, repeated proc effects like that can end up killing game speed since it has to be constantly moving around the activators, and running scripts on those activators. Also, usage would be best off being controlled by the player... For that reason. This means, having a spell which is given by the sword which is an area effect ice spell...

 

As mentioned before, you can't direct activators, scripted or otherwise at a target, known or otherwise, without having to do all the math required. Unfortunetly, scripts can't keep up when it comes to all this, any projectile would be slow moving, and probably ineffective, not to mention would probably slow down gameplay too much. This is ignoring the obvious problems with just starting this ability.

 

Even trying to get some sort of release system in place to change it from a normal weapon to a special weapon would kinda suck, and would be no different than any other "unequip item, equip new item". Even if you had idles you could use, there is no way to force 3rd person and use those idles, and you'd still have a bad looking unequip/equip to look at.

 

When I say:

As Bleach weapons go, there really aren't any that can be done in any way that would be worth doing beyond the intital "I'm looking like that character" stuff which is really the main reason why most of these things get requested. If the weapon cannot perform or look in a way which non-fans would be interested in, it won't get done. Even using some OBSE functions with custom animations would not yield worth while results.

 

I mean it. I've kept my eyes on this sort of thing for quite awhile now, looked at it from every angle I can, it just doesn't work. No matter how you cut it, at best it's a poorly functioning cosplay, often with significant elements missing because they just can't be done in Oblivion.

 

Essentially this goes back into the "if it hasn't been done yet, it probably can't be done" pile. If a modder can't do something similar without trying to get a certain look to it, then it certainly can't be done when you are trying to get that certain look.

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Experience tells me that keeping an activator at the player and having it cast a small-area spell every two seconds (Governed with a timer?) has unnoticable (By FRAPS) effects on framerate. In fact, playing a large area spell every ScriptEffectUpdate tick, cast from an activator moved to the player, that adds charm effects to those it hits, causes only a slight blow. And it's not as if it would be active all the time. My computer is sort of on the high-end, admittedly, but not terribly so. It's still really, really laggy in exterior cells with the shadows/trees/grass optimized...

If one didn't want it to effect allies, which isn't how I read the wiki, you could check GetCombatTarget/GetShouldAttack (Or its longer, more reliable variant)

I'll accept the other two... I didn't consider the vast number of ice-shards there would have to be, so it would be nothing more than area frost/sword break scripted to ignore allies (?) and I still don't see the problem with unequip/equip, so I'll chalk it up to a matter of taste.

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Experience tells me that keeping an activator at the player and having it cast a small-area spell every two seconds (Governed with a timer?) has unnoticable (By FRAPS) effects on framerate. In fact, playing a large area spell every ScriptEffectUpdate tick, cast from an activator moved to the player, that adds charm effects to those it hits, causes only a slight blow. And it's not as if it would be active all the time. My computer is sort of on the high-end, admittedly, but not terribly so. It's still really, really laggy in exterior cells with the shadows/trees/grass optimized...

If one didn't want it to effect allies, which isn't how I read the wiki, you could check GetCombatTarget/GetShouldAttack (Or its longer, more reliable variant)

I'll accept the other two... I didn't consider the vast number of ice-shards there would have to be, so it would be nothing more than area frost/sword break scripted to ignore allies (?) and I still don't see the problem with unequip/equip, so I'll chalk it up to a matter of taste.

Sure, while a charm effect may not cause much, having scripted effects on that hit does, even without having any spell visuals. Keep in mind, you aren't suggesting a spell with an area effect script, or even a script which casts an area effect spell. You have an activator with a script that casts a spell with a scripted effect. That scripted effect would then run on everything it hit (doors, containers, other activators, and NPCs (including the player) to determine if an ability would be added to the target. Then you would need a script on that ability so that you can turn it off. If you wanted any visuals on this, you would need to add them to the initial area effect spell since an ability wouldn't display anything when it's added. When you add all that up, it does end up killing 4-5 fps or more durring a fight every time it goes off. Additionally, since it is an activator, the damage it registers won't be counted as the player doing it. As some quests require the player to make the kill, such an effect would break those quests. it would also go around some of the crime systems. A player could merely get an NPC to attack them, then use that ability to murder that NPC with only having to deal with the initial assult.

 

But let's ignore all that. The more important point is this. An area effect spell like that just wouldn't be an accurate depiction of what you are trying to do. The area of effect is not sorrounding the user, but an area infront or nearby. Since you would not be able to determine ground heights on an activator which was created infront of the player, any method used to place that activator wouldn't look right. Depending on how small the radius was, it may even be totally useless when you are fighting on a steep slope. Nevermind having to figure out how to use the ability in a way which the effect could be aimed with whatever settings you had. Since again, we would be back at having a power that the player would have to select and cast.

 

Even if you used something like a column shaped trap which would damage anything that entered regardless of height, just trying to position it would be too difficult to really make such an ability work in combat. And that's if you ever managed to get something like that working. If you did, you would still be limited by all the other issues involved with this mod. At which point, you're almost better off just making a spell mod and calling it a day.

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It was a scripted spell, with effect, that used the charm visuals... I had a suspicion it wasn't working right, so put the charm on for testing. As said before, no noticable framerate drop.

 

The activator would be nothing more than a marker of sorts, used for ActivatorName.cast. That means casting it, on the wielder, takes approximately 6-7 lines (Including a timer/if block to stop it firing too often) in a ScriptEffectUpdate block, (not a scripted Activator) with an area-15-ish "ping" zone. Then, yes, the spell would be added inside an if-loop checking if the target is an actor, has no Resist Frost, and doesn't have the sword in question equipped. This would be centered on the wielder (And are AoE effects not circular? I don't see how slopes would be a problem unless it was maybe 60 degrees in angle, in which case they would be rightfully "above" the effect anyways.) by its very nature, and could only cause framerate-drops as you project if you had some-10 people (and possibly a few doors/vases/etc) crammed in the area 15 zone surrounding the player. If it "froze" instead of killed, as would definitely be acceptable for such a weapon, quest-breaking wouldn't be an issue. Maybe even Drain Speed/Agility would be more prudent so as not to be overpowering, in which case one scripted-series could be removed.

 

I do use techniques like this with some regularity, and am now trying to defend my doing so more than anything.

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It was a scripted spell, with effect, that used the charm visuals... I had a suspicion it wasn't working right, so put the charm on for testing. As said before, no noticable framerate drop.

 

The activator would be nothing more than a marker of sorts, used for ActivatorName.cast. That means casting it, on the wielder, takes approximately 6-7 lines (Including a timer/if block to stop it firing too often) in a ScriptEffectUpdate block, (not a scripted Activator) with an area-15-ish "ping" zone. Then, yes, the spell would be added inside an if-loop checking if the target is an actor, has no Resist Frost, and doesn't have the sword in question equipped. This would be centered on the wielder (And are AoE effects not circular? I don't see how slopes would be a problem unless it was maybe 60 degrees in angle, in which case they would be rightfully "above" the effect anyways.) by its very nature, and could only cause framerate-drops as you project if you had some-10 people (and possibly a few doors/vases/etc) crammed in the area 15 zone surrounding the player. If it "froze" instead of killed, as would definitely be acceptable for such a weapon, quest-breaking wouldn't be an issue. Maybe even Drain Speed/Agility would be more prudent so as not to be overpowering, in which case one scripted-series could be removed.

 

I do use techniques like this with some regularity, and am now trying to defend my doing so more than anything.

Fine, I suppose that if we're only talking about an area of 15, the effect probably isn't as problematic as I've made it sound, but even a small area effect usually has some negative aspects to it. Discounting any of the speed problems, you still have an effect which isn't really controllable constantly going off. That alone can become annoying and problematic if you have visuals associated with that effect. Some spell effects can cause a havok reaction with everything nearby. All it takes is one accidental usage inside a room with alot of clutter to make a real mess of things. And no matter what, any damage that isn't done directly by the player, can be an issue in those cases where the player is supposed to make the kill. You may like the method, I don't. Just as you defend your stance, I defend mine.

 

Regardless, it still doesn't fit with the particular demands of this mod. The effect isn't centered around the person with the sword, it is centered around an area nearby. To which,

But let's ignore all that. The more important point is this. An area effect spell like that just wouldn't be an accurate depiction of what you are trying to do. The area of effect is not sorrounding the user, but an area infront or nearby. Since you would not be able to determine ground heights on an activator which was created infront of the player, any method used to place that activator wouldn't look right. Depending on how small the radius was, it may even be totally useless when you are fighting on a steep slope. Nevermind having to figure out how to use the ability in a way which the effect could be aimed with whatever settings you had. Since again, we would be back at having a power that the player would have to select and cast.

 

Even if you used something like a column shaped trap which would damage anything that entered regardless of height, just trying to position it would be too difficult to really make such an ability work in combat. And that's if you ever managed to get something like that working. If you did, you would still be limited by all the other issues involved with this mod. At which point, you're almost better off just making a spell mod and calling it a day.

has already been said, and is true no matter what you believe about your method.

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